The Sims Makin Magic
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Author | : Prima Temp Authors |
Publisher | : Prima Games |
Total Pages | : 244 |
Release | : 2003 |
Genre | : Games & Activities |
ISBN | : 9780761544524 |
Beware. Your Sims have Magic. - Strategies for earning MagiCoins and creating spells - How to raise a well-adjusted Dragon - Tips for earning exotic spell ingredients - Expert tips for dueling in the Magic Arena - Details on spicing up your spells with ingredients from your garden - How to build a Funhouse - Complete list of Spell backfires
Author | : Eric Boland |
Publisher | : Lulu.com |
Total Pages | : 200 |
Release | : |
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ISBN | : 0557847397 |
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Publisher | : |
Total Pages | : |
Release | : 2003 |
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Author | : Elsie Olson |
Publisher | : Bellwether Media |
Total Pages | : 32 |
Release | : 2024-08-01 |
Genre | : Juvenile Nonfiction |
ISBN | : 1644879379 |
Electronic Arts makes some of the most popular video games today! This title introduces readers to the history of the company, from its origins to the present day, through leveled text and crisp photos. Along the way, fun facts offer high-interest information, while special features map the companyÕs headquarters, profile an EA leader, highlight top-selling EA games, and more. Gamers will enjoy learning the history of this top gaming company!
Author | : James W. Cortada |
Publisher | : Oxford University Press |
Total Pages | : 646 |
Release | : 2005-11-03 |
Genre | : Computers |
ISBN | : 0198037104 |
The Digital Hand, Volume 2, is a historical survey of how computers and telecommunications have been deployed in over a dozen industries in the financial, telecommunications, media and entertainment sectors over the past half century. It is past of a sweeping three-volume description of how management in some forty industries embraced the computer and changed the American economy. Computers have fundamentally changed the nature of work in America. However it is difficult to grasp the full extent of these changes and their implications for the future of business. To begin the long process of understanding the effects of computing in American business, we need to know the history of how computers were first used, by whom and why. In this, the second volume of The Digital Hand, James W. Cortada combines detailed analysis with narrative history to provide a broad overview of computing's and telecomunications' role in over a dozen industries, ranging from Old Economy sectors like finance and publishing to New Economy sectors like digital photography and video games. He also devotes considerable attention to the rapidly changing media and entertainment industries which are now some of the most technologically advanced in the American economy. Beginning in 1950, when commercial applications of digital technology began to appear, Cortada examines the ways different industries adopted new technologies, as well as the ways their innovative applications influenced other industries and the US economy as a whole. He builds on the surveys presented in the first volume of the series, which examined sixteen manufacturing, process, transportation, wholesale and retail industries. In addition to this account, of computers' impact on industries, Cortada also demonstrates how industries themselves influenced the nature of digital technology. Managers, historians and others interested in the history of modern business will appreciate this historical analysis of digital technology's many roles and future possibilities in an wide array of industries. The Digital Hand provides a detailed picture of what the infrastructure of the Information Age really looks like and how we got there.
Author | : Damon Brown |
Publisher | : Feral House |
Total Pages | : 164 |
Release | : 2008 |
Genre | : Social Science |
ISBN | : 1932595368 |
Explores, for the first time, how pornography and video games have influenced the world's sexual mores and technological compulsions on a massive scale. The first Atari systems and their phallic joysticks sold by the millions, reality TV skyrocketed at the same time The Sims took off and the surgically-endowed Pamela Anderson was outshone by only one other woman: Lara Croft. Porn & Pong examines how politics, hidden agendas and financial pressure affect the controversial art forms of gaming and pornography.
Author | : J. Patrick Williams |
Publisher | : McFarland |
Total Pages | : 315 |
Release | : 2007-03-28 |
Genre | : Games & Activities |
ISBN | : 0786428325 |
Digital games have become an increasingly pervasive aspect of everyday life as well as an embattled cultural phenomenon in the twenty-first century. As new media technologies diffuse around the world and as the depth and complexity of gaming networks increase, scholars are becoming increasingly savvy in their approach to digital games. While aesthetic and psychological approaches to the study of digital games have garnered the most attention in the past, scholars have only recently begun to study the important social and cultural aspects of digital games. This study sketches some of the various trajectories of digital games in modern Western societies, looking first at the growth and persistence of the moral panic that continues to accompany massive public interest in digital games. The book then continues with what it deems a new phase of games research exemplified by systematic examination of specific aspects of digital games and gaming. Section One includes four chapters that collectively consider politics and the negotiation of power in game worlds. Section Two details the ideological webs within which games are produced and consumed. Specifically, this important section offers a critical cultural analysis of the hegemony that exists within games and its influence upon players' personal ideologies. To conclude this analysis, Section Three examines game design features that relate to players' self-characterization and social development within digital game worlds. Section Four explores the important relationship between the producers and consumers of digital games, especially insomuch as this relationship is giving rise to a community of novices and professionals who will together determine the future of gaming and--to a degree--popular culture.
Author | : Carol Snow |
Publisher | : Penguin |
Total Pages | : 308 |
Release | : 2011-10-04 |
Genre | : Fiction |
ISBN | : 1101558601 |
First comes love, then comes marriage, then . . . things can get a little complicated. Vanessa wants just one thing for her twenty-ninth birthday: an engagement ring from her longtime boyfriend, Eric. But when the ring turns out to be a mix CD and Eric turns out to be a guy who doesn't want to get married or have children, Vanessa considers a new path to having a family. When Wendy and her husband, Darren, couldn't have children the old- fashioned way, a sperm donor seemed like the perfect solution. She never imagined she'd have out-of-control twins who'd drive her to cookie binges and scrapbooking while Darren escaped into the virtual world of computer games. Single and career-driven, Laura didn't need a man to have a baby - at least not one that she ever met. Thanks to an anonymous donor, she shares her life with her adored eight-year-old son, Ian. She'll do anything for Ian - even fill their backyard with a bunch of noisy chickens. But the one thing Ian really wants is something Laura's never been able to give him: a sibling. Now, to grant Ian's wish, Laura starts a search that will not only change her life but Vanessa's and Wendy's as well...
Author | : Kate Berens |
Publisher | : Rough Guides UK |
Total Pages | : 316 |
Release | : 2008-08-01 |
Genre | : Games & Activities |
ISBN | : 1848362293 |
The Rough Guide to Videogames is the ultimate guide to the world’s most addictive pastime. Both a nostalgic look at the past and a celebration of the latest in joystick-wrecking wonders, this book covers the full story from the first arcade machines to the latest digital delights. Easy access to 75 of the greatest games of all time, from Civilization and Pro Evolution Soccer to We Love Katamari and World of Warcraft. The guide profiles the stories behind the software giants, famous creators and the world’s favourite characters, including Mario, Lara Croft and Sonic the Hedgehog. All the gadgets and devices for consoles, hand-helds, phones and PCs are explored as well as the wider world of gaming, from websites and movies to books.
Author | : Helmut K Anheier |
Publisher | : SAGE |
Total Pages | : 690 |
Release | : 2008-09-17 |
Genre | : Social Science |
ISBN | : 1473903572 |
The world′s cultures and their forms of creation, presentation and preservation are deeply affected by globalization in ways that are inadequately documented and understood. The Cultures and Globalization series is designed to fill this void in our knowledge. In this series, leading experts and emerging scholars track cultural trends connected to globalization throughout the world, resulting in a powerful analytic tool-kit that encompasses the transnational flows and scapes of contemporary cultures. Each volume presents data on cultural phenomena through colourful, innovative information graphics to give a quantitative portrait of the cultural dimensions and contours of globalization. This second volume The Cultural Economy analyses the dynamic relationship in which culture is part of the process of economic change that in turn changes the conditions of culture. It brings together perspectives from different disciplines to examine such critical issues as: • the production of cultural goods and services and the patterns of economic globalization • the relationship between the commodification of the cultural economy and the aesthetic realm • current and emerging organizational forms for the investment, production, distribution and consumption of cultural goods and services • the complex relations between creators, producers, distributors and consumers of culture • the policy implications of a globalizing cultural economy By demonstrating empirically how the cultural industries interact with globalization, this volume will provide students of contemporary culture with a unique, indispensable reference tool.